info->uses_bindless_samplers = true;
break;
case TGSI_OPCODE_RESQ:
+ if (tgsi_is_bindless_image_file(fullinst->Src[0].Register.File))
+ info->uses_bindless_images = true;
+ break;
case TGSI_OPCODE_LOAD:
+ if (tgsi_is_bindless_image_file(fullinst->Src[0].Register.File)) {
+ info->uses_bindless_images = true;
+
+ if (fullinst->Memory.Texture == TGSI_TEXTURE_BUFFER)
+ info->uses_bindless_buffer_load = true;
+ else
+ info->uses_bindless_image_load = true;
+ }
+ break;
case TGSI_OPCODE_ATOMUADD:
case TGSI_OPCODE_ATOMXCHG:
case TGSI_OPCODE_ATOMCAS:
case TGSI_OPCODE_ATOMUMAX:
case TGSI_OPCODE_ATOMIMIN:
case TGSI_OPCODE_ATOMIMAX:
- if (tgsi_is_bindless_image_file(fullinst->Src[0].Register.File))
+ if (tgsi_is_bindless_image_file(fullinst->Src[0].Register.File)) {
info->uses_bindless_images = true;
+
+ if (fullinst->Memory.Texture == TGSI_TEXTURE_BUFFER)
+ info->uses_bindless_buffer_atomic = true;
+ else
+ info->uses_bindless_image_atomic = true;
+ }
break;
case TGSI_OPCODE_STORE:
- if (tgsi_is_bindless_image_file(fullinst->Dst[0].Register.File))
+ if (tgsi_is_bindless_image_file(fullinst->Dst[0].Register.File)) {
info->uses_bindless_images = true;
+
+ if (fullinst->Memory.Texture == TGSI_TEXTURE_BUFFER)
+ info->uses_bindless_buffer_store = true;
+ else
+ info->uses_bindless_image_store = true;
+ }
break;
default:
break;
unsigned shader_buffers_load; /**< bitmask of shader buffers using loads */
unsigned shader_buffers_store; /**< bitmask of shader buffers using stores */
unsigned shader_buffers_atomic; /**< bitmask of shader buffers using atomics */
+ bool uses_bindless_buffer_load;
+ bool uses_bindless_buffer_store;
+ bool uses_bindless_buffer_atomic;
+ bool uses_bindless_image_load;
+ bool uses_bindless_image_store;
+ bool uses_bindless_image_atomic;
+
/**
* Bitmask indicating which register files are accessed with
* indirect addressing. The bits are (1 << TGSI_FILE_x), etc.